Tuesday, March 21, 2017

Continuing
on with the Stalingrad theme, this scenario takes place a few days
after the last scenario, Barrikady Prelude. Today the Germans
attempt to secure Hall 6A of the northern Barrikady on their right
flank before beginning a major attack just to the north with the
Volga as goal. The fight for Hall 6A continues to portray the
intense, short range, and hand-to-hand combat that began with the
Tractor Factory. The Russian resistance stiffens as they adapt
faster to the new "rattenkrieg" that the Germans are only
beginning to discover.

I
suspect that modelling this type of combat in a game played at the company/battalion level
requires more abstraction than when using skirmish level rules.
However, I decided to try it with our current "go to"
rules. These are a customized set of rules for company/battalion
based on the Panzergrenadier series (Deluxe & 2nd Edition),
adding in some "special" Stalingrad rules.When
we use a custom rule in the game log I'll indicate in blue to show
where we depart from the original rules.

The
Hall 6A model I made is based on this Bundesarchiv photograph of Hall
6c in the excellent book "Island of Fire" by
Jason D. Mark.

(copyright
by Leaping Horseman Books and Bundesarchiv)

Using
the photo I constructed this 18" x 13" model.

I
continued with the 1/8 MDF base & 3/16 foamboard walls. Kitty
litter, broken up cork, and match sticks for rubble. I couldn't see a
way to show the factory filled with debris and destroyed machinery
and still have enough room to insert stands of game pieces, so the
interior is mostly bare and the terrain difficulties abstracted with
special rules.

This
is again a very long AAR so, if you like, you can just skim the
pictures to get the idea. However, if you are interested in the
details and want to read it all, then grab a coffee and enjoy! :-)

Barrikady
Hall 6A - October 19, 1942

Historical
Overview

Paulus'
next step is a major attack between the Brick Works and the Barrikady
Factory to push east right to the Volga. Elements of 24th Panzer
will provide the main attack in the centre. As a prerequisite to this
attack the neighbouring 305th Infantry Division to the south is
ordered to clear Hall 6A and Hall 4 of the northern Barrikady Factory
to cover the German right flank during the main attack. The weather
is heavy rain.

References:

Island
of Fire: The Battle For The Barrikady Gun Factory In Stalingrad by
Jason D. Mark

Death
of The Leaping Horseman: 24th Panzer Division in Stalingrad by Jason
D. Mark

Map
And General Scenario Notes

The
table represents the area at the north end of the Barrikady Factory
and includes some of the Barrikady Factory warehouse outbuildings and
Hall 6A with train tracks to the west and burnt-out multi-story
worker housing to the east.

Here
is a general view:

And
here is an overview showing the starting areas for each side:

All
of the defending Russian units are deployed Hidden on the south 2/3
of the table (south of yellow line) with the German attacking forces
deployed in the north. One Russian minefield is known (thanks to some
unfortunate German patrol). The oil drums, the turretless T-34s on
the rail car, and train engine/railcars are all immobile obstacles.

This
is an infantry slugfest and dogfight so no armour is involved. The
relative force strengths were added up using only those forces likely
to be involved in the battle. For the German forces this was
everything, but the Russian forces were "padded" by the
addition of some AT Guns and minefields that were not going to see
any action. Using the "usable" forces yielded the German
attacker at 1190 and Russian defender at 640. This gave a German
advantage of 550 points and an excellent ratio of almost 1.9 to 1 for
an attack scenario. However, the Russians have the advantage of
defending in close assaults and a much better rally modifier. So, as
usual, I just crossed my fingers and went with it, hoping my choice
of a variable game end starting at the end of Turn 7 would balance
the scenario.

We
play on a 5x4 foot table in 15mm with figures based on FoW stands and
use modified Panzergrenadier rules: Our guns and tanks are 1:1 and we
use the 20mm ranges for firing and activation. We also replace Built
Up Area terrain with individual buildings or portions of buildings as
"small terrain features."

Scenarios
in Stalingrad really need some special rules that modify the basic
LOS, terrain effects, and close assault rules. As well the troop
quality and motivation levels need some special modifications. These
became rather extensive and this scenario will test out the
following:

Stalingrad
Special Terrain And Movement Rules:

LOS
visibility between ground level units is limited to 12 inches due to
rain, smoke, and rubble. LOS to/from elevated positions is 48
inches, however, due to the heavy rain and smoke, in this scenario
all fire beyond 12 inches is considered to be long range. Shell
craters are Hard Cover, Impassable by vehicles, and a -1 DRM
Hindrance. The Exploit
Order Phase is not used.

I
had a choice of leaving the whole factory as one big terrain feature
and having units approach and close assault as they discover an enemy
unit (including any defenders within 1 inch as per original rules).
But since the whole factory will be packed tight with troops for the
most part it seemed better to divide the Hall 6A factory into the
eight "small terrain feature" areas defined by its internal
walls. Using
this approach, there is no LOS to/from units inside a factory area
from units outside unless they are manning a wall of that area.
Inside
Hall 6A the LOS between units is limited to only 1/4 inch (about 20
feet) for Defensive Fire purposes to represent the extreme LOS
blockages within the factory due to rubble, smoke, and destroyed
machinery. All factory areas provide Hard Cover for Direct Fire and
+2 Strongpoint for close assaults.

Close
assaults include all attacking units that can reach the perimeter
wall of the defending area. All defending units within that area
participate, but not any friendly units outside and touching the
perimeter wall. The maximum stacking within each area is 6 units (max
combat group size) but may be further limited to the units that can
fit within the area.
Even
though 6 units may defend an area, attacking Combat Groups are
limited to a
maximum
of one platoon (usually 4 units max) since that is their normal
command structure. We also decided to not use the Fall Back option,
feeling that the Russians did not have that as an option and that the
terrain dictated that close assaults would be too sudden and at at
too close a range to do anything but engage.

After
a close assault, if an area is captured, the winning troops cannot
re-position within 1/4 inch of an adjacent enemy held area wall (the
density of units in each area dictates a very short repositioning
range just outside of LOS, otherwise the standard 4 inch minimum
distance from the enemy for repositioning after a successful close
assault would not allow hardly any successful troops into the
captured area.) If not all the winning units can fit in a captured
area, then some may have to reposition back to an entry area. Losers
must continue to withdraw if the area they withdraw to is full and
must withdraw to the next adjacent friendly area or outside the
factory.

Stalingrad
Troop Quality Rules:

Germans:
Up to mid-1942 the German forces were generally regular troops,
sometimes aggressive. By mid-October '42 in Stalingrad most troops
are at best regular troops and no longer aggressive to reflect
losses, particularly NCOs and officers and the addition of less
experienced replacements. Despite this the attacking forces in
Stalingrad pressed very hard to win quickly so here they are allowed
to ignore Breakpoint Test suppression retreats and have a Battlegroup
Breakpoint at 60%. Fresh units thrown into battle (eg. Pioneers) may
still retain their original aggressive characteristics.

Russians:
In early war fighting Russian forces were generally inexperienced
troops, usually Tenacious. By mid-October '42 in Stalingrad, despite
incredible losses, their requirement to adapt to "rattenkrieg"
with no option of retreat altered their resistance to effectively a
fanatical level. Therefore the Russian ignores any suppression
results from a Breakpoint Test. Russians also have a whopping 70%
Battlegroup Breakpoint before losing the game. In addition, all units
have a unique capabilities to accent their defensive strength: For
all dice rolls, Russians are -1 for Phase Activation, +1 for
Defensive Fire Activation, -1 for Direct Fire, +1 for Close Assault,
+1 for Morale, and +2 for Rally, all relative to 0 as a base.
Additionally they do not pay 1 Command Impetus to activate if Out Of
Contact.

Some
New General BGPG Custom Rules:

- Firing
into and out of windows is limited to a 60 Deg Arc-of-Fire.

-
If one or more units in a close assault are suppressed, but this is
less than 50% suppressed units, then a -1 DRM is applied for each to
a maximum of -2 (there was no penalty for <50% of units
suppressed).

-
An additional +1 DRM modifier is added for each unit in a close
assault to a maximum of +4 DRM. We felt that in close assaults the
side with multiple units was not being given enough capability to
effect a result with a low roll (any net roll <5 was no effect
regardless of the number of units). So I added a DRM of +1 for each
unit in the melee (max 4) and revised the Close Assault Table to
yield results for net rolls from 2-16. The average dice roll of 7 and
max dice roll results remain very nearly the same as the original
table, but now if multiple units roll low or have negative DRMs at
least they can cause a suppression or two.

Russian
Briefing and Force (Kapitan Lowellinov, Kapitan Chapovsky)

An
attack on Hall 6A of the Barrikady Gun Factory is expected from the
north at any time. Since local forces have proven inadequate, Chuikov
has ferried Col. Lyudnikov's fresh 138th Rifle Division across the
Volga with orders to hold Hall 6A and the Barrikady Factory at all
cost. As commander of the 138th's force in Hall 6A and the area
nearby you have set your troops into strong defensive positions in
depth, applying lessons learned for dug-in protection against the
usual pre-bombardment. To underscore the importance of holding Hall
6A, if the German attack is stronger than expected you have been
allocated infantry reserves to counterattack with.

Mission:
Maintain at least one Russian squad/command in at least one of the 8
main Hall 6A areas at the end of each game turn until the game ends
to win, or cause a German Battlegroup Break Point. Otherwise
lose.

Special
Rules: Russian forces are already deployed Hidden or under blinds as
per the map. All units not in buildings/ruins are entrenched. The AT
Guns and MMGs may not be moved from the entrenchments or buildings
they are in at the start. Ignore the Breakpoint Test. Battlegroup
Breakpoint is 70%. No artillery support.

Deployment:

On
Table at Start (deployed as per map):

Elements
of 138th Division (all Inexperienced except as noted)

Battlegroup
Command (Regular)

1st
Company Command

Rifle
Platoon (command, 3x rifle squad)

Rifle
Platoon (command, 3x rifle squad)

Rifle
Platoon (command, 3x rifle squad)

Rifle
Platoon (command, 3x rifle squad)

2nd
Company Command

Rifle
Platoon (command, 3x rifle squad)

Rifle
Platoon (command, 3x rifle squad)

MMG
Teams (2x command, 3x Maxim MMG Team)

Anti-Tank
Gun Teams (3x 45mm AT Gun)

Minefields
(4x mines)

Reserves:
( from 138th Division - all Inexperienced)

Turn
2 - Rifle Platoon (command, 3x rifle squad)

Turn
4 - Rifle Platoon (command, 3x rifle squad)

One
Reserve platoon may be placed on the table under a blind at the end
of a friendly Command Phase according to the scheduled arrival time.
It must be placed within 6" of any friendly Company Commander or
in any friendly factory area even those adjacent to a German held
area, or not within 6" of a German unit if not placed in a
factory area. No Exploit reserves.

Here
is the Russian set-up.

The
deployment inside Hall 6A is shown below, however the German will
only see blinds for each factory area. There is a light defence of
the outer areas with a second stronger line of defence in the
internal areas. The MMGs are set to control fire lanes on each side
of Hall 6A and outlying platoons positioned to the south and east
that can be called upon as needed until reserves arrive. In case the
Germans include any marauding panzers (there are none) three 45mm AT
guns are dug-in to the south and east.

Contents
of each Russian Blind Number within the factory:

Blind
1 - 1 squad (from 6) Blind 5 - 2 squads,
command

Blind
2 - 1 squad (from 5) Blind 6 - 2 squads,
command, CoCmd

Blind
3 - 1 squad (from 4) Blind 7 - 2 squads,
command

Blind
4 - 2 squads, command Blind 8 - 1 squad (from 7)

German
Briefing and Force (Hauptmann Pollanstein and Hauptmann Millerein)

In
command of 576 Infantry Regiment of 305th Infantry Division, on Oct
19th at you are ordered to attack Hall 6A of the northern Barrikady
Factory area from the north and clear it of any enemy. You will
attack at dawn and it is expected that your objectives will be met by
0800. Your early success is vital to cover the right flank of the
main attack in the north toward the Volga which is scheduled the same
morning by the remainder of 305th Infantry Division and 24th Panzer
Division. The main attack cannot proceed until Hall 6A is secured.
With the scheduled heavy pre-bombardment by artillery and Stukas,
plus reports that Hall 6A is lightly held by leftover elements of
retreating troops, it is expected that resistance will be light. In
the event resistance is stronger than expected you have been
allocated reserves to deal with it quickly.

Mission:
Clear all 8 main Hall 6A areas of Russian troops at the end of any
game turn to win, or cause a Russian Battlegroup Break Point.
Otherwise lose at game end.

Special
Rules: Ignore the Breakpoint Test. Battlegroup Breakpoint is 60%.
The Heavy Weapons platoon may not be moved. No Smoke or Indirect Fire
for the Infantry Gun. No artillery support.

Deployment:

On
Table at Start (deployed as per map):

Battlegroup
Command

Infantry
Company #1 Command

Rifle
Plt (Command, 3xRifle/LMG squad)

Rifle
Plt (Command, 4xRifle/LMG squad)

Rifle
Plt (Command, 3xRifle/LMG squad)

Infantry
Company #2 Command

Rifle
Plt (Command, 3xRifle/LMG squad)

Rifle
Plt (Command, 3xRifle/LMG squad)

Rifle
Plt (Command, 3xRifle/LMG squad)

Heavy
Weapons Platoon (command, 1x MMG team,

(1x
75mm Inf Gun)

Reserves:

Turn
1 - Rifle Plt (Command, 3xRifle/LMG squad)

Turn
3 - Rifle Plt (Command, 3xRifle/LMG squad)

Turn
5 - Rifle Plt (Command, 3xRifle/LMG squad)

One
Reserve platoon may be placed on the table at the end of a friendly
Command Phase according to the scheduled arrival time. It must be
placed within 6" of any friendly Company Commander but not in a
factory area adjacent to a Russian held area, and not within 6"
of a Russian unit if not placed in a factory area. No Exploit
reserves.

Here
is the German deployment:

The
two German companies are set to attack Hall 6A and the artillery
pre-bombardment has just ended. The Heavy Weapons platoon has orders
to only provide harassing fire and maintain position to protect the
flank of the main attack to the east later in the day.

Game
Play

Turn
1 - Russian Initiative &
force Germans to go first.

German
Command Phase:

Hauptmann
Pollanstein orders the Heavy Weapon Platoon's commander in the
Machine Shop to recon the north end of Building #1 but he sees
nothing. The commander then orders the Infantry Gun to fire a shell
into the top floor of Building #1 with Area Fire where a pesky
Russian MG may be lurking and hopefully force them to keep their
heads down. But the fire causes no effect. [Custom
Rule: Direct firing artillery and AFVs with gun sizes 75mm and up may
Area Fire at a terrain point containing infantry type units using
only range/LOS hindrances and will hit on a 7+. The single gun
template and On-Board Indirect Fire results table are used for
effect.] The nearby MMG
then performs a Recon by Fire onto the second floor of distant
Building #2, again with no effect.

To open
the ground assault on Hall 6A, he orders his blue squad to charge at
the double and assault Area 3 in the factory. One Russian defender
is revealed under the blind who Defensive Fires from a window and
suppresses one German squad. The remaining two squads assault
without the commander who can't get there. Two on one against a
Strongpoint is always iffy but the Germans triumph, dispersing the
Russian squad, but at high cost since one German squad is also
dispersed, leaving just one German squad in Area 3. But it is a
toehold in Hall 6A!

With
Area 3 in German hands, Pollanstein goes for a major assault with
both red and green platoons from Warehouses #3 and #4. He declares a
Coordinated Infantry Assault Order. [Our group has not used this
order before, not realizing how powerful it is!] Both platoons pass
activation with help from Command Impetus (needed another 3 Impetus)
and both roll high for movement, combining to assault Area 2 of the
factory. Since Area 3 is now friendly two squads of the overstrength
red platoon move through Area 3 to assault Area 2 while the remainder
plus green platoon assaults through the outside wall. Single Russian
squads in Areas 1 and 2 both reveal themselves from blinds and
Defensive Fire, suppressing one green squad. The massive assault
goes in with predictable results, the Russian squad is easily
dispersed but acquits himself well by dispersing one German squad and
suppressing two others! Now two areas of eight in the factory are in
German hands!

Flushed
with success Hpt. Pollanstein again issues a Coordinated Infantry
Assault Order to both the grey platoon in Warehouse #1 and purple
platoon in Warehouse #2 to the north. The grey platoon passes
activation but the purple platoon fails (the runner slipped in the
mud), and the Germans are too low on Command Impetus after spending 4
Impetus on the last assault and 1 more or this one so the purple
platoon can't activate. The grey platoon has to assault alone into
Area 8. As they advance a hidden Russian MMG in the top floor of
Building #1 rolls snake eyes for Command Confusion (on a vodka
breakfast?) when trying to activate for Defensive Fire, so the
Russians lose 3 Command Impetus. [Custom
Rule: Only a double-one roll for any activation attempt causes
Command Confusion with a loss of only 3 Command Impetus.]
A single Russian squad in Area 8 reveals himself from the blind and
Defensive Fires causing one German squad to Disengage back to a shell
hole suppressed with damage while the remainder of the German platoon
charge into the assault. [Custom
Rule: Infantry units also take damage.]
The Russian squad is eliminated at a cost of 2 suppressed German
squads. Since the assault took place within Area 3 the 2 suppressed Germans units can reposition within Area 3. There are now three factory areas in German hands!

Pollanstein
orders the last remaining white platoon west of Warehouse #2 to
double time forward and assault Area 4 of the factory. However, only
3 squads are able to make it into the assault (the command couldn't
make it). On the way in one Russian squad shoots straight with
Defensive Fire causing a Disengage Test for one German squad which
rolls nasty low on his morale check and is eliminated! The remaining
2 German squads discover that Area 4 is much more strongly held as
lifting the blind reveals three Russian units! These units outnumber
the Germans and also roll high eliminating both German squads! The
Germans roll low, only suppressing two Russians. So the attack on
Area 4 is repulsed with heavy losses! This is some respite for the
Russians, winning one of the four assaults this turn.

The
Company Commanders move up and, seeing the problem in Area 4, at the
end of the German Command Phase Hpt. Pollanstein orders one reserve
platoon to deploy at the factory wall just outside of Area 3.

End
German Command Phase.

Russian
Command Phase:

Kapitan
Chapovsky orders the MMG Platoon in Building #1 to fire. The revealed
Maxim fires at the German blue squad in the shell hole and misses but
acquires it as a target. [Custom
Rule: A unit fired on is an Acquired Target by the firing unit with
automatic activation to fire at it. Units that are mutual Acquired
Targets are engaged and roll dice to see who fires first (Interactive
Fire)] Then a newly
revealed Maxim on the north wall of Building #1 fires at the Infantry
Gun and misses, however acquiring it as a target. The smoke and
heavy rain are affecting accuracy.

Kap.
Chapovsky sees the weakness in Area 1's defence and activates Blind
#6 (one platoon) in Area 6 to move into Area 1 to reinforce the lone
squad there. Since this leaves Area 6 empty, he thinks to move his
hidden white platoon in the south around the Tool Shop into Area 6
but they fail activation (didn't hear the order) and the Russians are
too low on Impetus. Also feeling the pressure on Areas 5 and 7,
Chapovsky activates a hidden platoon in the shell holes on the east
side and rapid moves them into the factory using hidden movement
under blinds, splitting the platoon up into 1 squad under one blind
which continues moving into Area 5 and the remaining 2 squads and
command under a second blind into area 7. With no reserves available
this turn, Chapovsky crosses his fingers that the Germans don't break
through somewhere and claim Area 6 without a fight.

Exploit
Phase: Not used in this scenario.

Rally
Phase: All suppressed units rally except for 2 German squads, one
green squad on the tracks and one blue squad in Area 8. One Russian
squad in Area 4 fails. End Turn 1.

Here is
the factory from the west side.

Turn
2 - Russian Initiative and
goes first

Russian
Command Phase:

The MMG
platoon in the east fires on the 75mm Infantry Gun but misses. Kap.
Chapovsky orders the south platoon to move into the factory but they
still do not get the order and Chapovsky does not wish to spend
valuable Impetus so they stay put. The single squad in Area 1 fires
at the suppressed German squad on the tracks causing a suppression,
but the enemy squad is already suppressed so no change. Chapovsky
orders a reserve platoon to deploy into Area 6. End Russian Command
Phase.

Here are
the Russian actions from the opposite side of the factory, viewed
from the east.

German
Command Phase:

Hauptmann
Millerein issues a Coordinated Infantry Assault Order to the red and
beige platoons to assault Area 4. No Defensive Fire since the
Russian squad is suppressed. The Germans assault and win with all
Russians eliminated at a cost of only one German unit dispersed and
one suppressed. All the German attackers move into Area 4 after
reducing that pesky Russian resistance point.

Next, sensing his troops are on a roll, Millerein issues another Coordinated Infantry
Assault Order to the green platoon in Area 2 and blue platoon in
Area 3 and outside the factory to both assault into Area 1. The
Germans roll well causing 3 Russian units to be dispersed and 1
suppressed while the Russians, even with 5 defenders, roll low for
only 2 German units dispersed and 2 suppressed. So the 2 remaining
Russian units have to retreat back to Area 6. However, the Germans decide to not occupy Area 1 since they feel their force is too weak to hold
it against a Russian counterattack. The unknown strength under the
remaining Russian blinds is a factor!

The
Heavy Weapons platoon MMG and Infantry Gun and the Russian Maxim all
exchange fire and all miss. The heavy rain and hard cover continue to
make for poor aiming.

Seeing
Millerein's success Hauptmann Pollanstein issues a Coordinated
Infantry Assault Order to the purple platoon in Warehouse #2 and the
grey platoon in Area 8 to both assault into Area 7. The grey squad
in the shell hole moves into Area 8 but the Maxim holds Defensive
Fire, waiting for the bigger purple platoon target. When purple
platoon moves out into the open the MMG in Building #1 opens up with
accurate Defensive Fire, dispersing one squad and causing a second to
disengage back to a shell hole. The remaining two units make it into
Area 8 but do not have enough movement to make it into the assault,
so they must stay in Area 8.

Therefore
the grey platoon, short one squad due to suppression, assaults alone
into Area 7 figuring to at least soften it up for a later assault.
Area 7 reveals both blinds showing it to be strongly held by 6
Russian defenders! Yikes! Defensive Fire from one Russian squad at
the wall misses but the ensuing melee disperses all 3 German
attackers while the Russians only suffer 2 dispersed and one
suppressed. The Russians repulse another attack and continue to hold
Area 7! The second Russian success in close assaults! However, the
story could have been much different if purple platoon had rolled
higher for movement.

End of
German Command Phase. No Reserves available this turn.

Rally
Phase: The Area
6 Russian rallies, All Germans rally except for the blue commander in
Area 2, the beige squad in Area 4, and the purple squad in the shell
hole by Warehouse #2. End Turn 2.

The
Russians are still holding 3 areas and Area 1 one is vacant.

Turn
3 - German Initiative and
goes first.

German
Command Phase:

Hauptmann
Millerein issues a Coordinated Infantry Assault Order to the red and
beige platoons in Area 4 to assault the now softened up Russians in
Area 7. They assault and the 4 remaining Russian defenders are wiped
out. The Russians roll low again so only manage to disperse one
German attacker and suppress another. Area 7 is now German! Hpt.
Pollanstein orders the two depleted platoons in Area 8 to perform a
reorganization, consolidating the remnants of grey and purple
platoons into one purple platoon. [Custom
Rule: At a cost of one Impetus a reorganization of reduced platoons
into one platoon can also be done by a commander in Command Phase
just before issuing a regular order.]
The consolidated purple platoon moves into Area 4 to defend it
against a possible Russian counterattack. The Company Commanders
move up, one to Area 3 and one to Area 4.

Next,
Millerein activates the green platoon with intent to move into Area 1
to occupy it. As the squad on the tracks starts toward the factory a
Russian squad is revealed in a shell hole to the south and Defensive
Fires suppressing the squad. Without a full strength platoon, green
platoon Millerein decides to just have them reconsolidate in Area 2
and occupy the internal wall for potential Defensive Fire
opportunities.

Meanwhile,
Pollanstein orders the Heavy Weapons platoon to exchange fire with
the Russian MMG but everyone misses. The Battalion Commander moves up
into Area 4. Hpts. Millerein and Pollanstein decide to bring in
more reserves so a German reserve scout platoon is deployed in Area 3
(no one is spared, even scouts!). End German Command Phase.

Russian
Command Phase:

Kap.
Chapovsky orders the platoon that is currently deployed and hidden in
the Tool Shop area to rapid move into Area 1 and, if possible,
assault into Area 2. But they don't roll quite enough for movement
to enter an assault so just occupy defensive positions in Area 1.

Chapovsky
decides the Russian troops in Areas 5 and 6 should remain in
defensive positions and under blinds with unknown strength. The MMG
platoon in Building #1 exchanges fire with the German Heavy Weapons
platoon to no effect. No Russian reserves this turn. End Russian
Command Phase.

Rally
Phase: All the
Germans rally except the green squad on the tracks, a beige squad in
Area 7, and the purple squad in the shell hole by Warehouse #2. End
Turn 3.

At the
end of Turn 3 the Germans control 5 of the 8 factory areas with the
Russians clinging to Areas 1, 6 and 5. Here is the situation.

Turn
4 - German initiative and
goes first.

German
Command Phase:

To
continue the battle, Hauptmann Millerein wishes to eliminate the Area
5 Russian salient and issues a Coordinated Infantry Assault Order to
the red platoon and beige platoon in Area 7 which includes one beige
squad in Area 4. They all attack into Area 5 from the east. The
defending Russians are not expecting an attack from Area 7 so there
are no squads positioned to Defensive Fire. Surprise attack! The
blinds reveal 2 Russian squads and a command under one blind and 1
squad under the other. The assault goes in but the Germans barely
win this one, with the Russians sustaining losses of 2 dispersed and
2 suppressed, while the Germans have losses of 2 dispersed and one
suppressed. Close shave! The Germans occupy Area 5 while the 2
surviving Russians retreat through Area 6 into Area 1 since Area 6 is
full.

To
further compound the deteriorating Russian position, seeing 2
suppressed Russians now in Area 1, Millerein issues a Coordinated
Infantry Assault Order to the scout platoon in Area 3 and the green
platoon in Area 2 and orders them to assault Area 1. The Germans win
this close assault as well causing 4 Russians to disperse and 1
suppression. The Germans sustain a loss of 3 dispersed. The Germans
occupy Area 1. Since Area 6 is full, the two surviving Russians (1
suppressed) from Area 1 retreat south to shell holes outside of the
factory.

Next,
Hpt. Pollanstein orders the purple platoon in Area 4 to move into
Area 7 and take over the defence there (no photo). The Company
Commanders and Battlegroup Commander move up and make themselves
useful by occupying the German factory area positions behind the
front line to prevent any Russian reserves appearing in those areas
(no photo). The Heavy Weapons platoon again exchanges fire with the
MMG with no effect. No German reserves this turn. End German
Command Phase.

Russian
Command Phase:

The MMG
in Building #1 exchanges fire with the German Infantry Gun in the
Machine Shop with the Russian getting a lucky hit causing the
Infantry Gun to disengage back to the north wall of the Machine Shop.

With
only Area 6 still in Russian hands Kap. Chapovsky becomes desperate
and decides to counterattack into Area 5, held by slightly weaker
German forces. Knowing he has a reserve platoon deploying at the end
of the turn, he commits all his remaining force in the factory by
issuing a Coordinated Infantry Assault Order to his Area 6 troops.
The Company Commander himself will lead the assaulting force! He
assumes the role of platoon commander and activates the one remaining
blue squad there to comprise one Combat Group of 2 units. The blind
in Area 6 is revealed to be a purple platoon which activates as the
second Combat Group. Both groups assault into Area 5 and the Russians
finally roll high, dispersing all 4 German units there! Only two
Russians are dispersed on the German roll.

The grey
platoon commander in the shell hole to the south activates himself
and moves alone into Area 6 . A second Company Commander reveals
himself in a nearby shell hole just to the south and also moves into
Area 6 to aid in its defence. As a last action, the only remaining
Russian reserve platoon deploys into Area 6 to bring the total
Russian defenders there up to 6. End Russian Command Phase.

Rally
Phase: All the
suppressed units rally except the German purple squad in the shell
hole rolls a net 2 and routs so is eliminated. the German squad on
the tracks rolls a double-six to rally and become Battle Hardened.

End turn
4. The successful counterattack has given the Russians a bit of
breathing room. The loss of Area 5 and more importantly, the loss of
a whole German platoon there has weakened the German position
somewhat. Will the Germans wait for more reinforcements at the end
of Turn 5 before renewing their attack in Turn 6? Meanwhile the body
count is rising quickly and both sides are approaching their
Battlegroup Breakpoints!

Turn
5 - German initiative and
goes first.

German
Command Phase:

Knowing
a reserve platoon is on the way, Hauptmann Millerein issues a
Coordinated Infantry Assault Order to the blue and scout platoons.
Blue platoon's commander in Area 2 spends an Impetus to reorganize
and acquires the Battle Hardened green squad outside on the tracks to
make a 2 unit blue platoon. They and the scout platoon in Area 1
both assault into Area 5, completely wiping out the 4 Russians there
and re-capturing Area 5. But the Germans lose 3 dispersed and one
suppressed. The suppressed scout commander re-positions back to Area
2.

In the
Machine Shop to the east Hauptmann Pollanstein orders the MMG to fire
at the Russian Maxim in Building #1 and rolls high to disengage the
Russian MMG, which barely lives through a second suppression test.
The Maxim retreats back into Building #1.

With
only two units defending Area 5 Hauptmann Pollanstein activates the
lone white squad in Area 7 to move over into Area 5 to bolster its
defence. And then with a separate activation also moves the green
commander in Area 7 to Area 5. To further present a solid front line
defence the German Company Commanders move up, one moving from Area 3
to Area 2 and one from Area 8 to Area 7. The Germans risk having
some Russians sneak into vacant Areas 3 and 8, but they feel the
Russian reserves are at an end and take the risk. At the end of
their command phase the Germans bring in a reserve platoon to Area 2.
End German Command Phase.

Russian
Command Phase:

Kapitan
Lowellinov and Kapitan Chapovsky confer and decide to just stand firm
and wait for the impending German attack. They issue a round of vodka
to the Area 6 troops, knowing that for many it will be their last.
End Russian Command Phase.

Rally
Phase: The German Infantry Gun rallies, The scout platoon commander
rallies with a double-six to make him Battle Hardened (+1 in close
assaults). The Russian MMG rallies. End Turn 5.

Turn
6- German initiative and
they force the Russians to go first.

Russian
Command Phase: Clever of the Germans to force the Russians to go
first! Now if the Germans win Area 6 in their Command Phase the
Russians can't counterattack and gain an area back. Knowing this,
the Russians decide they need a bit of insurance, so they activate
the damaged squad in the shell hole outside Hall 6A and move him into
Area 1 so the Russians hold 2 factory areas. While he is just
cannon fodder, this lone Russian squad does make it a German
requirement to use up one more close assault just to get it back.
End Russian Command Phase.

German
Command Phase:

Pollanstein
and Millerein activate the scout platoon commander in Area 2 who
reorganizes and acquires the lone white squad in Area 5 nearby. The
two units assault into Area 1 eliminating the lone Russian squad at
no loss to the Germans except for one suppression.

It is not looking
good for the Russians since they are down to holding only Area 6!
But both sides are now dangerously close to their Battlegroup
Breakpoints!

Hpts.
Millerein and Pollanstein now order the "Big Push" a
Coordinated Infantry Assault on Area 6 using the fresh reserve
platoon with 4 units from Area 2 attacking through Area 1 and the
blue platoon attacking from Area 5 with 2 units, one Battle-Hardened.

The
German assault goes in and the Germans score well with a whopping 4
Russians dispersed and 1 suppressed. This pushes the Russians over
their Battlegroup Breakpoint which means they immediately lose the
game. But wait! Close assaults are simultaneous so the Russians
have yet to roll for damage to the German side. It's a nail-biter as
the Russians roll and with the 6 defending units in Area 6 they
disperse 3 German units! This causes the Germans to also go over
their Battlegroup Breakpoint so the Germans immediately lose the game
as well! Both sides lose simultaneously!

It
somehow seems fitting for a Stalingrad "rattenkrieg"
battle!

Historical
Aftermath:

The
German attack was expected to clear Hall 6A before 0800 to allow the
main German attack to the north to commence. This didn't happen and
with the unexpected strong Russian resistance the German attack to
the north was called off. By the end of the day a strong Russian
counterattack re-captured most of Hall 6A. It would be another week
before Hall 6A and Hall 4 were finally cleared by 305th Division.

Comments
On The Scenario:

Well,
the play balance certainly worked out with simultaneous losses by
Battlegroup BreakPoint. The scenario portrayed the back and forth
battles within Hall 6A. Areas 1 and 5 changed hands three times!
Planning for battles for each area became very strategic, almost
chess-like. At times during the game I felt it was like playing
"Whack-a-Mole" with dice! Since almost all of the combat
involved heavy close assaults, there were incredible losses on both
sides which was also pretty historical for the "meat grinder"
of Stalingrad.

I
solved my concern for how to track damage, suppression, and battle
hardened status for the dense mass of units inside the factory.
Previously we used loose glass beads but they were not suitable for
this. So I just cut disks off of a wood dowel, painted them
appropriate colours and, when needed, just stuck them onto the unit's
base with sticky-tac. Worked great. All said I was pretty happy with
the scenario.

Comments
On The Panzergrenadier Customized Rules:

Our
customized set of rules based on the Panzergrenadier series (Deluxe &
2nd Edition) continues to deliver, even with this high unit density
scenario. The choice of factory areas being assigned as "small
terrain features" was a good one and worked well for the
confined small spaces within the factory model. The Coordinated
Infantry Assault Order reigned supreme in this scenario. Without it
German attack success would have been much more difficult since the
odds for close assaults would have been more even. Our new Close
Assault Table worked well, yielding an effect on low dice rolls. The
better rally and morale DRMs plus the higher Breakpoint for the
Russians was still offset by their inexperience level for activation and
firing DRMs. The
new Stalingrad special rules for fighting within the factory worked
well for modelling "rattenkrieg" combat at the
company/battalion level.

Thanks
for reading this far! Hope you found it entertaining! Not sure what
is up next or when, but it's all good since our gaming universe
unfolds as it should.

Sunday, December 11, 2016

Hey!
Good to be back after a great summer at the cabin. On rainy days I
managed to throw together some ruined buildings, a factory, and some
modular train tracks so it is Stalingrad time! Here's one of the
multi-level buildings...

I
continued with the 1/8 MDF base & 3/16 foamboard walls. Kitty
litter, broken up cork, and match sticks for rubble. I'm liking the
way they turned out.

So
after doing bunch of reading on Stalingrad I felt like the continuous
and very intense close-range city/factory fighting really began
around mid-October when the Tractor Factory fell to the Germans.
After that it was one long, bitter dogfight. While there are so many
famous battle locations within Stalingrad, I picked the Barrikady
Factory area to feature over the next couple of scenarios. This
first scenario is called "Barrikady Prelude". We continue
to use our customized set of rules based on the Panzergrenadier series (Deluxe & 2nd Edition), adding in some "special"
Stalingrad rules. When we use a custom rule I'll indicate in blue to
show where we depart from the original rules.

This
turned out to be a very long AAR so, if you like, you can just skim
the pictures to get the idea. However, if you are interested in how
this rule set plays and want to read it all, then grab a coffee and snack and settle in for a good replay! :-)

Barrikady
Prelude - October 16, 1942

Historical
Overview

As
part of Paulus' 51st Army Corps, the fresh 14th Panzer and 305th
Infantry Divisions have just fought a bitter fight to throw Chuikov's
37th Guards Rifle out of the Tractor Factory, subsequently pushing
east right to the Volga. To press their advantage Gruppe Jaenecke's
14th Panzer and 305th Infantry are now immediately ordered to turn
and attack south along the Volga into the Barrikady Factory against
the (presumably) now weakened Russian flank consisting of shattered
elements left from the fighting in the Tractor Factory.

References:

Island
of Fire: The Battle For The Barrikady Gun Factory In Stalingrad by
Jason D. Mark

Death
of The Leaping Horseman: 24th Panzer-Division in Stalingrad by Jason
D. Mark

Map
And General Scenario Notes

The
south part of the map represents the area at the north end of the
Barrikady Factory and includes some of the factory outbuildings and
warehouses. The train tracks and Tramvaynaya Street divide the
factory district to the east from the burnt-out worker housing to the
west. Two other ruined and bombed out worker housing ruins lie to
the north east, one is multi-story.

All
of the Russian units are deployed Hidden on the south 2/3 of the
table with the German forces entering on the north edge. The
relative force strengths were added up yielding the German attacker
at 1795 and Russian defender 1135. This gave a whopping German
advantage of 660 points and a pretty good ratio of 1.6 to 1 for an
attack scenario. However, the Russians have the advantage of being
completely dug-in, have three artillery missions of Katyusha rockets,
and a ground level visibility limit of only 12 inches due to smoke,
rubble, and dust. So I just crossed my fingers (again!) and went
with it, hoping my pin-the-tail-on-the-donkey choice of a variable
game end starting on Turn 10 will hopefully balance the scenario.

We
play on a 5x4 foot table in 15mm with figures based in FoW stands and
use modified Panzergrenadier rules: Our guns and tanks are 1:1 and we
use the 20mm ranges for firing and activation. We also replace Built
Up Area terrain with individual buildings or portions of buildings as
"small terrain features."

Scenarios
in Stalingrad really need some special terrain effects that affect
LOS, terrain effects, and Close Assault. As well the troop quality
and motivation levels need some special modifications. This scenario
will test out the following:

Stalingrad
Terrain Rules: No Road or Rapid Advance by armour. Open
Ground is normal Terrain. LOS visibility between ground level units
is limited to 12 inches due to smoke, dust, and rubble. LOS to/from
elevated positions is 48 inches. Shell craters are Hard Cover,
Impassable by vehicles, and a Hindrance. LOS
between units at the same level inside buildings is limited to 3
inches, provides Hard Cover for Direct Fire and +2 Strongpoint for
Close Assaults. Units at higher elevation have +1 DRM when Close
Assaulted from below and the usual +1 DRM for Direct Fire down.
Movement between floors in multi-level buildings must use the
stairwells. The multi-story building is divided into two "small
terrain features" for each floor yielding 6 separate areas.
Tanks cannot fire at the upper stories of multi-story buildings when
they are within close range.

Stalingrad
Troop Quality Rules:

Germans: In 1942 most troops were generally regular or veteran troops with aggressive
motivation. By mid-October '42 in Stalingrad most troops are rated regular at best with motivation downgraded to confident. This reflects losses, particularly NCOs and officers and the addition of less
experienced replacements. Fresh units thrown into battle (eg.
Pioneers) may still retain original veteran/aggressive characteristics.

Russians:
In early fighting generally inexperienced troops with confident
motivation including Tenacious. By mid-October '42 in Stalingrad,
despite incredible losses, their requirement to adapt to
"rattenkrieg" with no option of retreat altered their
resistance to effectively a fanatical level. Therefore the Russian
has a 50% Breakpoint Test which starts at 50% and ignores any
suppression effects. Russians also have a whopping 80% Battlegroup
Breakpoint before losing the game. In addition if they are the Defender, units do not pay
Command Impetus to activate if Out Of Contact and have no -1 DRM if
uncommanded. For all dice rolls, Russians are -1 for Phase
Activation, -1 for Fire, +1 for Defensive Fire Activation, +1 for
Close Assault, +1 for Morale, and +2 for Rally, all relative to 0 as
a base.

Russian
Briefing and Force (Kapitan Lowellovich, Kapitan Chapov)

After
the fall of the Tractor Factory, as the highest ranking remaining
local commander, Chuikov has ordered you to defend the Barrikady
Factory "to the end" from an imminent German attack from
the north. You have gathered together meager retreating elements of
37th Guards Rifle and 95th Rifle Divisions. However, recognizing the
gravity of the threat, Chuikov has sent you 84th Tank Brigade, an
anti-tank gun platoon, and an artillery observer team with radio
communication to the east bank batteries. You have issued your
defense deployment orders to defend the north end of the factory area
and all your troops have dug in overnight. The 84th's tanks are
entrenched with only their turrets visible. This morning's German
pre-attack artillery bombardment has just ceased without noticeable
effect on your entrenched troops but leaving limited ground level
visibility. You have issued orders to all your troops to hold their
assigned positions at all costs and any attempts to retreat will be
treated as disobeying an order! For the Motherland!

Mission:
Maintain one Russian squad or command in two of the 5 main
buildings/warehouses at the end of the game to win, or cause a German
Battlegroup Break Point (>50% casualties). Otherwise lose.

Special
Rules: Russian forces are already deployed Hidden as per the map.
Tanks/ATGuns are entrenched with only turret/barrel visible (-2
Cover) and may never move except to rotate. All other units not in
buildings/ruins are entrenched. Infantry units cannot move from start
positions unless forced to retreat after losing when defending in
Close Assault (a Disengage result from fire causes Damage and
Suppression without retreat).

German
Briefing and Force (Hauptmann Pollus and Hauptmann Von Milstein)

In
command of 14th Panzer and 305th Infantry, you have been ordered to
push south along and east of Tramvaynaya Street, clear the Russian
defenses in the outbuildings of the Barrikady Factory of Russian
troops, and push on to take control of the main factory complex.
Since Russian resistance in the Tractor Factory has been eliminated
using up scarce Russian reserves, your objectives are expected to be
attainable despite a growing reluctance for Russian defenders to
retreat even when their elimination is assured. Your pre-attack
artillery bombardment has just ceased, hopefully suppressing the
defenders but leaving limited ground level visibility. You have three
rifle platoons in reserve.

Mission:
Clear Russian infantry units from 4 of 5 buildings/warehouses at the
end of any game turn to win, or cause a Russian Battlegroup Break
Point (unknown %). Otherwise lose.

Special
Rules: No
Road Bonus or Rapid Advance by armour.

Deployment:
Starting forces within 4 inches of north board edge. Medium and Heavy
Armour and Infantry Company #2 must deploy between 12 and 46 inches
from west side of north edge. Light Armour and Infantry Company #1
must deploy more than 46 inches from the west side.

In the
west, the PzIIIs slowly grind forward past the shell craters when an
AT Rifle shot from somewhere misses from an ambush camouflaged
position that is not revealed. So there ARE Russians out there...
somewhere! Hauptmann Von Milstein suspects that the multi-story
Building #1 must be infested with Russians so he decides to hit it
with Area Fire [Custom
Rule] from the 75mm
PzIVs and Recon By Fire from the PzIII commander.

The
heavy blast effect Area Fire from the PzIV 75mms seems to be causing
no effect until one shot exposes a Russian platoon commander when he
is hit with a Disengage, causing him to be suppressed with Damage
without moving [Custom
Rule: Infantry units also take Damage].
Aha! If there is a platoon commander in Building #1, then there must
be more enemy troops in the building! To the east the PzIIs move up
and fire with autocannons at the suppressed platoon commander but all
miss, although he is now an Acquired Target. [Custom
Rule: A unit fired on is an Acquired Target by the firing unit with
automatic activation to Fire at it. Units that are mutual Acquired
Targets are engaged and roll dice to see who fires first (interactive
fire).]

Also in the east Hpt. Pollus orders his green infantry platoon to advance
into the first building ruins but as it makes its way into the ruins
a sniper shot rings out and instantly kills their platoon commander!
The platoon stops in shock. Then the nearby red platoon cautiously
moves up into the ruins, making the south wall without incident. (The
blue platoon marked "Expl" was brought on in the later
Exploit Phase.) End German turn.

Russian
Turn:

The
artillery observer in the water tower shouts down to his radio man
with target coordinates for a Katyusha strike The radio man shakes
his head and gives the hand signal for no artillery radio contact.
Arrg! The Russians in Building #1 decide to remain hidden instead of
provoking heavy Defensive Fire if they expose themselves by firing.
The AT Rifle in the shell hole fires at the PzIII again and misses.
The suppressed platoon commander rallies himself with a Rally order.
End Russian turn.

German
Exploit Phase:

Using
one Exploit Order Hpt. Pollus promotes a new green platoon commander
from the ranks to replace the one lost. [Custom
Rule: The original platoon command stand is placed back on the table
with a future -1 DRM to activation. The squad that the new platoon
commander and his runner were drawn from is left on the table and
takes a Damage to reflect loss of its strength.]
Another Exploit Order is spent to bring on a reserve infantry blue
platoon placing them in the ruins near the Company Commander and in
front of the green platoon whose commander was KIA.

Rally
Phase: No actions. End Turn1.

Turn
2 - German Initiative and
moves first

German
Turn:

Hpt. Von
Milstein orders the PzIVs to continue peppering Area Fire into
Building #1. A lucky shot disperses a hidden Russian squad on the
second floor. The PzIII commander fires at Building #1 with Recon by
Fire to no effect.

Meanwhile
Hpt. Pollus' PzIIs to the east continue to aim all their autocannon
fire on the Russian platoon commander on the 3rd floor, finally
eliminating him. Seeing two Russian units eliminated from Building
#1, both the German red platoon at the west end of the ruined
building and the blue platoon at the east end move into the open
toward Building #1 and some squads take cover in the shell holes
between the buildings. To maintain his hidden status before they get
into close range, the Russian sniper fires at a squad but misses.
The remaining Russian squad stays hidden on the second floor. The
German green platoon to the rear that just promoted their platoon
leader rolls snake eyes on activation for Command Confusion! So they
stay put and wait for clearer orders. (no photo)

Russian
Turn:

The
artillery observer radioman smacks the side of his radio in
frustration. No reply again! The sniper, remaining squad and AT
Rifle Team in Building #1 all hold fire to remain hidden. Kap.
Lowellovich
orders the Russian AT
Rifle in the shell hole to the west to fire at a PzIII, which hits
but the shot bounces.

Exploit
Phase & Rally Phase: No actions. End Turn 2.

Turn
3 - Russian Initiative and
move first.

Russian
Turn:

The
radioman is crying now and the observer tells him to "suck it
up" and keep trying. Only static. The west AT Rifle Team in the
shell hole fires at a PzIII and again bounces a shell off the armour.
All the remaining troops hold fire to avoid Defensive Fire and
therefore remain hidden. End Russian Turn.

German
Turn:

The
green infantry platoon under a promoted commander at the rear in the
ruins rolls very low on activation and Hpt. Pollus wishes to save Impetus Points so the platoon stays stuck where they are. The
red platoon at the west end of the ruins moves toward Building #1 but
a low movement roll only allows them to get up against Building #1's
wall. The sniper fires, revealing himself on the 3rd floor, and hits
the red platoon commander causing him to Disengage back to a shell
hole. The blue infantry
platoon at the eastern end of the ruined building rolls boxcars on
activation so adds 6" to their tactical movement! As they move on the double toward Building #1 a Russian squad suddenly reveals itself in the
small east building ruins by firing at one German squad in the open
causing it to Disengage back to the ruined building. The other two
squads and platoon commander make it into the bottom floor of the
building finding the east end ground floor of the building clear of
Russians. They must be upstairs! With the bonus movement, one squad
presses on and is able to climb the stairwell to the second floor
suddenly revealing a hidden Russian squad, instantly entering Close
Assault.

The
Russian squad is dispersed and the German squad is double suppressed
causing damage so the Germans barely win the Close Assault. These
Russians are tough!

While
the infantry charge toward Building #1, the
PzIIs advance around the east side of the building and come under
Defensive Fire from a hidden 45mm AT Gun which misses. All their
autocannon fire at the end of their movement misses as well.

Hpt. Von
Milstein orders the PzIIIs to slowly advance south and east. The AT
Rifle does not fire since it is now inside close range and wishes to
remain hidden until the Russian phase. One PzIII pulls right up next
to the AT Rifle Team's shell hole so close they can almost touch it!
They will have a deadly accurate shot next phase. The PzIVs and
PzIIIs continue their heavy support fire into Building #1, one PzIVD
running low on ammo. The sniper on the 3rd floor and an AT Rifle
Team on the 2nd floor are revealed but shake off all the hits. (the
AT Rifle Team and German squad on the 2nd floor are more than 3"
away from each other so cannot see each other). The western infantry
beige platoon near the PzIIIs, seeing the difficulty that two
platoons of infantry are having to secure Building #1 wheel east and
Rapid Advance toward the building, taking up positions in shell holes
and behind the track bed. A Russian squad in the ruins south of the
Building #1 opens fire on the nearest squad but misses.

Both
Company Commands and the Battlegroup Commander move up. End German
Turn.

Exploit
Phase: No actions. Rally Phase: The German blue squad in the ruined
building and the red platoon commander in the shell hole both rally.
The German blue squad on the 2nd floor fails.

End Turn
3.

Here is
the table at the end of Turn 3. Building #1 still has some annoyingly
persistent Russian defenders in the upper floors that are slowing the
German advance.

Turn
4 - German Initiative and
moves first

German
Turn:

Hpt.
Pollus has the the Panzer IIs open fire on the AT Gun getting a
Disengage result before it can Defensive Fire and it holds position with Damage
and suppression. The solitary blue squad back in the ruins activates
uncommanded and moves up toward Building #1, is fired on by the
Russian squad in the ruins on east side with a miss, and the squad
continues into Building #1 and climbs to the 2nd floor. The green
platoon in the rear Rapid Advances up the eastern side of the table
where a hidden MMG reveals and fires but misses.

To the
west, the PzIV platoon activates and the PzIVF2s fire at the sniper
on the top floor to no effect. The whole platoon then moves up the
tracks in column with the PzIVDs at the rear. The lead PzIVF2 moves
into LOS of a hidden dug-in T-34, presenting only it's turret. The
T-34 crew must have been having a vodka moment since they miss on
their Defensive Fire. Kap. Lowellovich
is not impressed. Still
out of LOS of the T-34 the PzIVDs Area Fire fire at Building #1's
ground floor to no effect.

The
PzIIIs activate and the first moves up into LOS of a hidden dug-in
KV-1 (yikes!) with only the turret visible which fires hitting the
PzIII causing it to Disengage. A second PzIII turns east to avoid
the nasty KV-1 and when crossing the tracks comes into the LOS of a
hidden 45mm AT Gun, which Defensive Fires and suppresses it. The
panzers have finally hit the Russian main anti-tank defenses! The
third PzIII also moves east crossing the tracks and fires at the T-34
turret hitting it but it pings. The last PzIII next to the shell hole
turns to move and is immediately hit in the side by a solid shot at
close range from an Ambush Camouflaged AT Rifle Team which causes it
to Disengage with Damage. Kap. Lowellovich
smiles at their bravery.

Hpt.
Pollus calls upon his infantry to neutralize the pesky Russian AT
Rifle Team threatening the panzers flank. He decides to leave the
closest beige squad to Building #1 to fire on the Russian squad in
the ruins but it fails to activate uncommanded. The remaining two
squads and commander of the beige platoon activate and Rapid Advance
west to Close Assault the AT Rifle team and easily eliminate it
without a scratch on the German squads. Kap. Lowellovich
tells his orderly to include a commendation for bravery for the lost
team.

Meanwhile
the red platoon just outside of Building #1 rolls snake eyes on
activation for Command Confusion losing 3 IP [Custom
Rule]. Apparently they
didn't get the assault order from their nearby damaged platoon
command or Company Commander. The remaining squad and commander of
blue platoon activate and the squad moves up the stairs to the 3rd
floor declaring a Close Assault on the sniper whose Defensive Fires
misses. The sniper is automatically eliminated in Close Assault
having no place to retreat. That leaves only the AT Rifle Team on
the 2nd floor to maintain Russian claim on Building #1.

End
German Turn 4.

Russian
Turn:

The
artillery observer rolls snake eyes when requesting artillery for
Command Confusion costing 3 IP which is all the Russians have! The
radio operator curses and sends a runner back to Battlegroup Command
requesting they forward his coordinates for a future Katyusha strike
to Division HQ. Kap. Lowellovich
orders the west
AT Gun to fire on the PzIII, a previously Acquired Target, but it
hits the heavy turret front armour instead of the weak hull side
armour so it pings (no photo). The T-34 fires at a PzIII but misses.
The KV-1 does not fire since no enemy is in LOS. The AT Gun to the
east declines to fire as well as the AT Rifle Team on the 2nd floor
since they are both Acquired Targets by numerous enemy, so they fear
the heavy Defensive Fire. Kap. Chapov orders the east MMG to fire but
it fails activation and the Russians have no Command Impetus left.
End Russian Turn.

Exploit
Phase: The Germans bring on a reserve grey rifle/LMG platoon on the
west side near their Company Commander.

Rally
Phase: The Russian AT Gun rallies. The damaged PzIII rolls a 3 with
a -1 due to Damage so it Routs! The PzIII on the rail track rallies.
The German blue squad on the 2nd floor fails to rally again. End
Turn 4.

Turn
5
- Russian Initiative and moves first

Russian
Turn:

The
artillery observer up in the water tower yells down to his radioman
if he has made radio contact yet with the Katyusha battery. "Nyet"
is the reply. Then he asks if the runner is back from HQ. "Nyet"
again. The observer just shakes his head. The radioman starts to put
a spare battery in his radio, in case that is the problem.

Kap.
Chapov orders the east AT Gun to Intensive Fire at a PzII and
survives Defensive Fire from the first PzII [Custom
Rule: Interactive fire for engaged units],
but the following Russian shots just bounce off the enemy's front
armour. Unfortunately the rest of the PzII platoon also has the AT
Gun as an Acquired Target so their remaining Defensive Fires manage
to clobber the AT Gun, dispersing it. The MMG and the nearby squad
in the ruins fire on the German green platoon with no effect.

Kap.
Lowellovich orders the T-34 to fire at the PzIII it is engaged in a
firefight with, but before it can gets its shot off it is taken out
by one of the two PzIII's Defensive Fire that rolls boxcars.
[Custom Rule: Engaged units in a firefight allow the target of a
Direct Fire Order to Defensive Fire with a dice roll to determine who
fires first (interactive fire). Untested in high unit density at
Close Range we noticed a significant increase in the delivered fire
volume from by the attacker per game turn.]
The AT Gun fires and misses a PzIII.

End
Russian Turn.

German
Turn:

In
the east, the green platoon fails to activate. The PzII platoon fires on the MMG, suppressing it with Damage. The blue platoon
repositions within Building #1 south side with the commander moving
up to help rally the suppressed squad on on 2nd floor. The Company
Commander moves into the building. Hpt. Pollus orders the red
platoon to send 2 squads up the stairs to the 2nd floor and Close
Assault the AT Rifle Team. The Russians roll double-six and eliminate
both German squads! However the AT Rifle Team was also eliminated in
the melee! The Russian team must have had a bag of grenades with them
and tossed them all at once! However, now Building #1 is captured by
the Germans and they can focus their full attention on advancing
south!

To
the west one PzIII moves up and along with the other two PzIIIs
exchange fire with the AT Gun to no effect. The PzIVs move toward
Building #1 to fire at the Russian squad in the ruins, suppressing it
(suppression marker not shown). Both the grey and beige platoons in
the west move east again toward Building #1. The beige squad in the
shell hole moves into Building #1.

Exploit
Phase: No actions. Rally Phase: The Russian squad in the ruins and
German blue squad on 2nd floor both rally. End Turn 5.

Turn
6 -
German Initiative and moves first

German
Turn:

All
the PzIIIs shoot at the AT Gun which Defensive Fires. All to no
effect. All the PzIVs fire at the Russian squad in the ruins but
miraculously it is untouched! The beige and grey platoons move
further east toward Building #1. The beige squad in Building #1 moves
slightly more east inside the building to make room for their
commander to enter but as he sprints for the building he is is
suppressed just outside by fire from the Russian squad. The last
beige squad moves up into the shell crater and finally suppresses the
Russian squad. The blue platoon comes down from the upper levels of
Building #1 and lines up on south wall (one squad stays on 2nd floor
south wall). The red platoon fails to activate.

To
the east Hpt. Pollus orders the PzIIs to fire at the MMG taking it
out due to multiple suppressions. However, the MMG rolls boxcars on
one morale test so gets to "last gasp" return fire at a
PzII but the bullets just bounce off the armour. The green platoon
moves up and fires with a double-six, dispersing the Russian squad in the
ruins! The Russian main line of defense in the east is now
shattered!

End
German turn.

Russian
Turn:

The
radioman yells up at the observer "Yes, they are firing now!
It's coming!" Finally! Chuikov has heard reports about the
size of the German attack and he orders the East Bank artillery to
provide priority support! The big template is placed over the
western troops and tanks where they are massed. Eight squads and
eight panzers in the open. It could be a bloodbath with the +2 DRM
for the Katyushas!

Now
to roll for accuracy and hope it doesn't deviate too far from these
juicy targets. Disaster! Snake eyes for Danger Close! The worst
result! The template centre moves to the nearest Russian unit, the
squad in the ruins. The template now misses most of the German units
and even worse hits the still hidden MMG in the ruins, dispersing it!
[Custom
Rule: Each unit under the template rolls separately for effect.]The
Russian squad is just suppressed. Three German tanks are hit but the
shrapnel just bounces off. The only effect on the Germans is to
disengage one platoon commander and disperse one squad. The radioman
screams into the microphone, "Stop shooting, you are hitting us
instead!"

The
AT Gun does not fire for fear of the heavy Defensive Fire. End
Russian turn.

Exploit
Phase: No actions. Rally Phase: Both the Russian squad and German
platoon command rally.

End
Turn 6

Turn
7 -
Russian
Initiative and moves first

Russian
Turn:

The
radioman yells up to the observer that he has radio contact! He
slowly reads the strike coordinates and asks the battery to repeat
them back. The template is placed in the same spot over the massed
tanks and infantry to the west. The rockets fire and land with a
vengeance! A double-six on the accuracy roll! This gives +2 to the FFE in
addition to the +2 for the Katyushas! Both PzIVDs are destroyed, two
PzIIIs are suppressed, the Panzer Company Commander is suppressed,
three infantry units caught in the open are dispersed and another
three are suppressed! It is chaos for the Germans!

The
Russians take no further actions to avoid Defensive Fire. End turn.

German
Turn:

In
the east, the PzII platoon advances and one shoots at the Russian
squad in the ruins near Building #1 but misses. The nearby green
platoon fails to activate. In the west, Hpt. Von Milstein orders the
two PzIVF2s to advance and both pass their Bog Test as they squeeze
over some rubble between the corner of Building #1 and the shell
hole. They fire at the Russian squad in the ruins, dispersing it.
Seeing the ruins now cleared of enemy infantry Hpt. Pollus orders the
blue and red platoons in Building #1 to advance into the ruins. One
PzIII fires at the AT Gun and misses while the Defensive Fire fire
pings off the heavy front armour.

End
German turn.

Exploit
Phase: No actions. Rally Phase: The German platoon commander in
the shell hole routs! All other units rally except one German squad
on the tracks. End Turn 7.

Turn
8
- Russian Initiative and moves first.

Russian
Turn:

The
radioman is ecstatic! "They will fire again! Where do you want
it?" he yells up to the observer who gives coordinates for the
ruins where the German infantry is massing. The rockets arrive but
deviate and fall too close to the Russian positions, suppressing (and
revealing) one Russian squad in Warehouse #3. A Russian platoon
commander in a nearby shell hole is not affected so he remains hidden. The
two German squads in the ruins are protected by the rubble and the
shrapnel bounces off of one PzIVF2, but one German squad caught in
the open is dispersed.

No
other actions by the Russians except to rotate the KV-1 turret to
better cover the warehouses. End turn.

German
Turn:

In
the east Hpt. Pollus orders the green platoon to Rapid Advance into
and past the ruins. One squad encounters a hidden Russian platoon
commander in a shell hole causing an immediate Close Assault. Both
sides roll boxcars to their mutual destruction!

Now
the blue platoon in the ruins south of Building #1 advances and
discovers another hidden Russian platoon commander in a shell hole,
triggering Close Assault. The Germans roll a double-six again! The Russian
platoon commander is dispersed, but manages to suppress a German
squad. Another blue squad advances and Close Assaults the suppressed
Russian squad in Warehouse #3. Unbeknownst to him the Russian
Battlegroup Commander is there too so it will be a tough fight!
However, the German squad rolls another double-six! Three double-six
rolls in a row! This disperses both the Russian squad and Battlegroup
Command! The Russians roll a 3 which has no effect. The loss of the
Battlegroup Command causes a -1 DRM to the Initiative roll on future
game turns. Ouch! The Russian Company Commander in the western
Building #5 assumes Battlegroup Command.

Hpt.
Von Milstein orders the two PzIIIs to move up and all three fire at
the AT Gun but all miss, as does the Russian Defensive Fire. Under a Tactical Move & Fire Order, both PzIVF2s fire on the AT Gun before moving toward Machine
Shop #2 causing a suppression from one and a disengage with Damage
from the other. Since the AT Gun was suppressed twice in the same
turn it also takes a second Damage which disperses it.

This
is a disaster for the Russians, losing Warehouse #3 and also the AT
Gun!

The
Germans have now figured out that the Russian artillery observer must
be in the water tower. So the PzIIs move up and one takes a Recon By
Fire shot at the water tower but misses. The beige platoon promotes
a new platoon commander from a squad. After that the beige platoon
fails to activate. The lone blue squad on the 2nd floor of Building
#1 fails to activate. End Turn.

Exploit
Phase: No Actions. Rally Phase: The grey squad on the tracks fails
to rally. The blue platoon squad in shell hole near Warehouse #3
rallies. The Germans have now lost enough units to be past their 25% Breakpoint but pass
their test roll. The Russians have also lost enough units to require a 50% Breakpoint Test and
roll low but the scenario rules allow them to ignore suppression
results, so no effect. End Turn 8.

Turn
9
- German Initiative and moves first.

German
Turn:

Hpt.
Von Milstein gives the PzIII platoon a Tactical Move & Fire
Order. The PzIII commander recons Warehouse #4 and discovers a hidden
Russian squad. The whole platoon then fires at the squad in
Warehouse #4 and one PzIII rolls a double-six, eliminating the squad!
The PzIII platoon then moves east to join the PzIVF2s. The nearby
blue platoon, seeing the demise of the Russian squad, then advances
and one squad moves into Warehouse #4, verifying it is clear of
Russians while the platoon commander moves into a shell hole outside.

The
beige platoon (along with a red platoon commander who joins beige
platoon since he has no squads left to command) moves into the ruins
south of Building #1. The PzIIIs have previously moved east after
firing on the AT Gun. The PzIVF2s now Area Fire on Machine Shop #2
with no effect so no hidden troops are revealed. Hpt. Pollus orders
the PzIIs to surround the Machine Shop #2 and one performs Recon By
Fire but cannot spy out any hidden troops within.

The
green platoon fails activation as does the blue squad on the 2nd
floor of Building #1. End turn.

Russian
Turn:

No
actions. With three buildings now in German hands the Russian squad
and Company Commander in Machine Shop #2 wish to stay hidden and not
invoke Defensive Fire. End turn.

Exploit
Phase: The purple platoon arrives from Reserves and takes up
positions in the shell holes near their Company Commander by the
ruins and Building #1.

Rally
Phase: The German squad on the tracks does not rally. The Germans
roll a 3 on their 25% Breakpoint Test and one suppressed unit routs.
The Russians roll an 8 on their 50% Breakpoint Test so they pass.
End turn 9.

Turn
10
- German Initiative and they choose the Russians to move first.

Russian
Turn:

With
all the Katyusha missions used up and with only two units in Machine
Shop #2 preventing a German win, the Russians take no actions to
avoid Defensive Fire.

German
Turn:

Hpt.
Von Milstein orders the PzIVs to again Area Fire on the west end of
the Machine Shop #2 with no effect so any Russians stay hidden. Hpt. Pollus orders the green
platoon to Rapid Advance and declares a Close Assault into Machine
Shop #2's west end, surviving Defensive Fire from the newly revealed
Russian squad. They enter Close Assault against the Russian squad
and a Company Commander that is revealed. The Russians lose the melee with
their squad dispersed but the Company Commander survives, retreating
suppressed to the remaining east half of Machine Shop #2. Two German
squads are suppressed. The Germans now have the west side of the
building and the Russians still hold the east side. If the east side
falls the game is over! Can the Russians hang on until the end of
Turn 10 and hope for a 7 or better on a game end roll?

The
purple platoon now Rapid Advances to Close Assault the lone
suppressed Russian Company Commander but only two squads are able to
reach the east side of Machine Shop #2. The Russians pull a rabbit
out of the hat and roll really well and the Germans lose the Close
Assault with one German squad dispersed and one suppressed! The
Russian Company Commander is only suppressed so takes Damage for
being double suppressed in the same player turn.

Hpt.
Von Milstein and Hpt. Pollus suddenly see the possibility of the
Russian Company Commander actually surviving to the end of Turn 10!
Desperation motivates them to have their nearest Company Commander
Rapid Advance into Close Assault with the suppressed and damaged
Russian Company Commander. And the Germans lose again! Their Company
Commander being double suppressed for Damage with no further effect on the
Russian Company Commander!

The
beige platoon and second German Company Commander move up but neither
can move far enough to Close Assault. The intrepid Russian Company
Commander has survived three German Close Assaults and provides a
chance for the Russians to win the game!

Exploit
Phase: No actions. Rally Phase: All German units pass their rally
test, except one squad that routs. The Russian Company Commander
rallies. The German and Russian sides both pass their Breakpoint
Tests. The end of Turn 10 triggers a dice roll to see
if the game ends. The Russians need a 7 or better to end the game
with Russian win! But Lady Luck is not with them since a 6 is rolled
so the game continues to Turn 11 (and a pretty much guaranteed German
win!). A 6 roll is about as close a shave as possible!

Turn
11-
German initiative and moves first.

German
Turn:

The
purple platoon Close Assaults the intrepid Russian Company Commander
and is again repelled! (no photo). Two purple squads are suppressed and the
Russian Company Commander is suppressed. However, then the "heavy"
beige platoon with four units Close Assaults and easily disperses the
suppressed Russian Company Commander, with one German squad being
suppressed. The Russians lose the building. Since the Germans are
be in possession of four buildings at the end of Turn 11 they win!

Here
is the table at game end.

Tallying
Up The Score:

The
Russian side lost 21 units out of 28 (75%) and the German side lost
15 units out of 40 (38%).

Historical
Aftermath:

Contrary
to expectations, Gruppe Jaenecke ran into very tough resistance. A
close-range tank battle ensued with dug-in Russian tanks showing only
their turrets. Salvos of Katyusha rockets poured down on the
attacking tanks and infantry, destroying several panzers and the
attack stalled. By mid-day the Germans had lost 17 tanks and the
Russians 16. After re-grouping and with most of the Russian tanks
destroyed the attack continued with more success, moving into the
Barrikady Factory area before nightfall.

Comments
On The Scenario:

By
sheer good fortune the scenario ended up pretty much balanced and not
a blow-out for either side. Our group quite enjoyed it. The Russians
had poor luck with the Katyusha mission availability until Turn 6 so
at the beginning of Turn 7 the availability roll was lowered to 7
from 8. Given the coordination that the Russians had available from
the east bank artillery batteries at Stalingrad I should have made it
a 7 from the start. When they finally arrived the Katyusha accuracy
rolls were extreme with snake eyes (Danger Close) and boxcars (+2
FFE). Go figure! The Germans rolling double-six three times in a row
on Close Assaults was offset by the Russian Company Commander
single-handedly repelling three Close Assaults near the game end.
For this bravery Kap. Chapov has recommended him (posthumously) for a medal, the "Order
of Alexander Nevsky."

The
new Stalingrad rules seemed to work well. The more favourable rally and
morale rules and the higher Breakpoint for the Russians was still
offset by their inexperience and Inferior tanks. The rules for the
multi-story building in particular were a pleasant surprise. The
difficulty in clearing these buildings was modeled well in this
scenario. One problem arose. Using loose coloured beads to track
damage, suppression, low ammo, and battle-hardened status does not
work inside buildings or in areas with a high density of units. I'm
going to have to try some other smaller markers that directly attach
to the stand with sticky-tac so they "stick" to the owner.

Comments
On The Panzergrenadier Customized Rules

Our
customized set of rules based on the Panzergrenadier series (Deluxe &
2nd Edition) continue to serve us well. This Barrikady scenario is
the first one using the BGPG rules where we had a very high density
of armour/AT Gun units at close range in a sustained firefight. By
Turn 6 two new things became apparent. The first was the clutter of
markers, mainly the Acquired Target markers that we added as a custom
rule. The second was that it became harder for me as moderator to
sort out which of the BGPG rules to use at any given point: Point
Blank Fire, Return Defensive Fire, Automatic Close Range Defensive
Fire, and Automatic Close Assault Defensive Fire. Especially when we
added in our custom rules of Automatic Acquired Target/Engaged Fire,
and Automatic Acquired Target/Engaged Defensive Fire.

So
starting in Turn 7 we tweaked the Fire rules. The main change was to
designate all visible units in close range as Acquired Targets of
each other if they are in LOS and Arc-of-Fire, regardless if they are
in the Open or not. These units do not need to roll to activate which
streamlines the above original BGPG rules and eliminates the need for
Acquired Target markers at close range.

This
Barrikady scenario also confirmed that we very much like our
previously added "interactive fire" rules that allow
Defensive Fire vs a Fire Order and require a dice roll to determine
the order of firing for phasing & target units. We feel it is
historically more accurate (and more exciting!). An unknown side
effect on game play is this makes Defensive Fire more effective since
it can now occur when phasing units issue a Fire Order in addition
to vs moving enemy units. When the attacker does apply heavy
numerical fire superiority in a local area (schwerpunkt), the
defender's Defensive Fire becomes less effective and the attacker's
Defensive Fire more effective since the attacker will likely fire
first in both cases. From a game perspective it means the defenders,
when faced with many enemy units able to fire on them, will likely
only Defensive Fire and not issue Fire Orders in their Command Phase
to avoid being shredded by enemy Defensive Fire. That means an
increased advantage to the attacker which, as a scenario designer,
needs to be accounted for with some increase in defender forces
(lower the attacker/defender points ratio). Once you try interactive
fire it is quite addictive! Regardless we are having fun with all of
it so that's the main thing!

Thanks
to those of you who have read through the AAR to this point! Hope you
enjoyed it! In January (or February) we will entertain the next in
this Stalingrad series of scenarios. Not sure of the name yet but it
will feature a German attack on the main Barrikady factory area.